/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/Solvers/IKRig_FBIKSolver.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, Config=Engine, HideCategories=UObject) class UIKRigFBIKSolver : public [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver)
bool
bAllowStretch
If true, joints will translate to reach the effectors; causing bones to lengthen if necessary.
TArray<TObject...
BoneSettings
TArray<TObject...
Effectors
int32
Iterations
High iteration counts can help solve complex joint configurations with competing constraints, but will increase runtime cost.
float
MassMultiplier
A global mass multiplier; higher values will make the joints more stiff, but require more iterations.
float
MaxAngle
Maximum angle that a joint can be rotated per constraint iteration.
float
OverRelaxation
Pushes constraints beyond their normal amount to speed up convergence.
FRootPrePullSet...
PrePullRootSettings
Settings only applicable when Root Behavior is set to "PrePull".
float
PullChainAlpha
A global multiplier for all Pull Chain Alpha values on all effectors.
EPBIKRootBehavi...
RootBehavior
(Default is PrePull) Set the behavior of the solver root.
FName
RootBone
All bones above this bone in the hierarchy will be completely ignored by the solver.